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(1 edit)

gameplay 

very well made fun game. I would've kept playing but want to have time for other demos for DD. I like that its shmup hard and not afraid to kick you in the balls.

The bullets sometimes fade into the background. and it's hard to see. Sometimes it's hard to tell what is active foreground and background. I would do a visual pass to tweak these things.

for mechanics. It feel unfair and maddening to  have your different weapons tied to powerups you get during the run. It feels like you should equip your loadout at the start and have a primary/secondary weapon for the whole level. esp because if you die at a boss you lose all your weapons and are stuck fighting with default.

The angel bomb feels way too weak. it slows you down so sometimes it leave you in a position to not be able to dodge the next attack. Also it feels slow to activate.

it may be because I played the webgl, it felt weirdly laggy and hard to control the character. at first I thought it was the animation or something, but I suspect the feel was off due to playing in browser. That said I really wanted a "slow your ship down for precise dodging" mode. you can slow down time, but it doesn't prevent yourself from bumping into bullets due to your movement steps being the same.

The mission end menu, I can't tell what is selected. Retry should require a keypress. it would let you take a sip of a drink between deaths.

Woah, that was a long gameplay. I can't say enough thanks for all the feedback!

We're definitely gonna need to address the powerup issue with death. I'll put up the rest with things that need to have a second pass.